Ice Wizzrobe? Sounds good. 😊
Selection 2? My guess would be with a different type or part of a subscreen. But I actually have no idea. 😛
Ice Wizzrobe? Sounds good. 😊
Selection 2? My guess would be with a different type or part of a subscreen. But I actually have no idea. 😛
You guys got it!
Works in both winderz and fullscreen, cept you just made more work for yourselves, cause now I can open it and tell you about all the other bugz in there. 😉
Glad it was you DN that done it in, a new dev would drag it around like a ball and chain if the mistake had been theirs.
Thanks guys, I know you were pulling your hair out over that one. 😉
Do we just continue to use this test 3 zelda exe or do you plan to release another?
12c is coming out tonight.
12c! Wow, I like, I like! And also, a Ice Wizzrobe. :O
Yay, you guys. That did it. First I tried DN's fix. Same issue. Then I tried jman's fix and it worked. Thanks you guys for working so diligently on this issue. :thumbsup:
12c is now available in the first post of this thread. The support files have not changed since 12b, so if you already got those, you don't need to download them again, just the program files.
It's working! No crash bugs here. Thanks DN.
I still encounter the Graphics Pack grab bug, which hasn't been fixed yet. It still occurs and no one reported it yet.
Then confirm it here: http://www.armageddongames.net//thread/92830/
Also,as another addition, labes are now allowed in the scripting language. Just put the label in front of the instruction as so:
Label1 SETV d0,0.45 (Don't use a colon, it isn't neccesary)
Then, if you wnt to jump to that instruction...
GOTO Label1
And it'll automatically generate the right value to jump to.
Do I need to already have ZC 2.12b to get 2.12c to work? Do I need 2.12 to
get 2.12b to work? (sorry if this has been asked already)
rocksfan13 wrote:Then confirm it here: http://www.armageddongames.net//thread/92830/
That "help" is not going to work. It is a different thread and it has nothing to do with the Graphics Pack glitch.
Solair Wright: If you know of a bug then YOU report it. That's why the betas were made public in the first place. Start a new thread, give it the new bug icon (the one with the star) and be specific so that others can confirm that what you are seeing is a bug so that it can be fixed. If it's just the import/export issue, then that has been brought up several times but it's good to confirm if it is or is not working in beta 12b.
Rulehy: You do not need the previous 12 betas if you download from all three links in the first post of this thread: the program files, support files, and the alleg42.dll file.
This is the bug he's referring to. Sometimes threads are just hard to find, I guess. 😛
I should probably prepare another "Full" Beta package, but I'm wary to do so considering the bugs people found concerning startup earlier. ...
I believe the start up bugs are well taken care of ShadowTiger, the 12c seems to be doing well for those of us that were having problems with it closing or crashing. 😉
Yeah it does.
I'm lovin' it. 😊
ZC and ZQuest seem to run better. In the previous betas, the cursor would sometimes flicker (even with vsync off) when it hovered over the combo list, but it's smooth in 12c.
Where's Mac 12c?
I want my FFC Script labels!
_L_ wrote:Where's Mac 12c?I want my FFC Script labels!
Well, Takuya? Where is it? 😛
ZC and ZQuest seem to run better. In the previous betas, the cursor would sometimes flicker (even with vsync off) when it hovered over the combo list, but it's smooth in 12c.Does that for me in ZQuest; Windowed mode. In the upper half of the combo page, I can't see the box highlighting the combo I'm on. (A topic similar to, but not identical to the cursor, admittedly.) In the lower half, it's fine.
Oh, lol, when I'm running ZQuest in -windowed mode, and click the Fullscreen option under the Etc menu when it's in a Window, (It's not checked when I get there...) ZQuest simply quits in a split second. No error, no nothing. Gone.
The cost of the smoothness is, however, Zelda Classic seems to eat all my virtual memory at an excessive rate. After about 10 or 20 minutes I get a pop-up on my start menu that says "Virtual Memory too low - Windows is freeing virtual memory, yada yada yada, during this some programs may close"
then Zelda Classic closes.
Zquest, however, works fine.
Are there still backwards-compatibility problems between 2.10 and the latest 2.11 beta? Last time I checked, there really weren't any quests made in 2.11, and the last 2.10 quest I tried had a game-ending bug where a certain trigger didn't run correctly, making it impossible to get any farther in the quest. Is it worth trying 2.10 quests again?
I would play quests in the versions they are built in, unless you are only playing them to test the newest beta. 😉
Copied from This thread -
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I'll be going for the weekend, (Back Saturday night, etc.) but until then, this is a fairly adequate way of setting up the thing.
[center]SAVE AND RIP FROM THIS IMAGE![/center]
Okay, my diagram indicates four combos. It's actually a rather nasty way of looping it so it creates a new tile to shoot at you, so it generates an infinite number of them to throw at you. I haven't tested it yet, but if you leave off that last combo, it should work perfectly as a single throw, and it just may even look good (I.e. error-free.) as you do it.
You've got the tiles and most of the setup, so experiment for yourself. 😊
Oh, and yes, you are in fact seeing the tile go back into the diamond shaped hole. That's what you combo cycle back into the normal floor so it can spit it back at you. 😛 Feel free to mess around with it all you'd like.
It's for the NeoFirst / DoR Tileset Palette, though it should be easily recolored into most anything else.
EDIT:
Okay, I finished the rest of the tiles.
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Rip and enjoy. It uses pretty much the same format of combos. Experiment as you'd like.
[center][/center]
This is my combo page setup. Remember, only the first combo uses the Combo Type "Spinning Tile (Immediate)" .. the others just do whatever. Hell, the only thing that actually has animation (That you animate via the frames / speed prompts.) are the combos that cycle to other combos. The spinning of the spinning tiles (The ones that fly at you.) animate simply by having the tiles on the tiles page. You don't animate the actual combo. (See the image.)
For example, take the combo to the right of the "1x" and "*infinity sign*x" combo (Same combo.) You'd see a pot or skull pot or floor tile. To its right, you'll see the spin tile or pot or skull pot with no background. To its right, you'll see the empty tile.
The blue sentence's combo is the only "Spinning Tile (Immediate)" combo in the group. It combo Cycles to the empty tile. To the right of the spinning combo tile is the enemy tile. Notice how I arranged it in the image up there; a spinning tile with a transparent background.
Now, it goes straight across the screen in groups of four. Why? ... I honestly have no idea. Seriously, try to label it like 1111222233334444 and see what happens. You won't be able to follow it. 😛 It'll be more chaotic than anything else.
The first post has been updated with the OS X builds for 12c
Alright, so I've downloaded the new beta, fire it up aaaaaaaaaaand...
Nothing happens!
Allegro.log is chewing me out for having an incompatible fonts.dat file, but it's the one that came with beta 11.
There are news ones for beta 12. Download the support archive for 12 and extract fonts.dat and zquest.dat
Jman, your test9 script doesn't work. I mean, i open up test9 quest & the platform does not do anything.
It shoud move back and forth diagonally. It's not supposed to do anything but move.
Finally, thank you so much DN for custom sub screens, i was so sick of seeing triforce when in my quest you are collecting something totally different.
OHHHH WOWWwww i can change all the other words to, thank you, thank you, thank you.
Finlay ZC quests can have something to do with anything but an actual Zelda quest and not have words sitting around that don't fit in.
All i can say is bring on more customizations, i can't wait till you can have talking npc's with message boxes and i mean made easier then making an extra screen that is a duplicate.
Can the monsters be taller to, or just link?
Also with my taller charecter the sword pokes out too low when facing up back in 11, has that been fixed in 12, or was that intended to be that way?
-EDIT-
Found a bad bug, in the sub screen editor from time to time it just crashes, nothing happens but ZC quest editor just closes, i think thats what a crash is.
-EDIT AGAIN-
I found out that, that bug only happens when you try and load up a quest from a previous version, otherwise if you start a new one from scratch you do not get any crashes from anything.
Soo... when's 12d coming out?:googly: